Still working on the new wizard tower mechanics, but here is a run-down of what I am working on.
Every wizard starts with a small fortress, the Wizard Tower. Now initially, this isn’t actually much of a fortress, or even a tower, but more like a hut, cave or small house. As the game progresses, the tower can be upgraded from the humble abode of an ambitious hedge mage to the massive citadel of a conquering wizard lord. The tower will start out as a level 1 dwelling with 2 available expansion slots, and room for 1 follower.
Expansion slots can be, well, expanded, with various upgrades, such as a Forge, Training Grounds, Arcane Laboratory, Golem Workshop, etc. Each slot has a color code – red, green, blue or white. Each upgrade is limited to a specific color – but a white slot can contain any upgrade. Once a certain number of slots are filled, the tower can be upgraded to the next level. This will make more slots available and additional followers can be housed.
Building expansions and upgrading the tower will be limited by construction time and required resources, and to enable the projects, various “techs” have to be researched. An Ectoplasmic Mutation Vat might require research into Mutational Necromany, which itself might require Lesser Chaos Magic and Lesser Necromancy. The research projects will also make spells and regiments available. I think this is more interesting than just researching individual spells.
The first iteration of this feature consists of the Wizard Tower UI, which will display the progress of the tower, available expansion projects (and their costs and effects), etc. and a retooling of the current Research UI. Next build should have the wizard tower stuff, with basic projects not requiring research, and the build after that should hopefully contain the research changes.